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DM / Greed-Nano - MSUC P4 best graphics in map finalists !

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    #91
    Originally posted by Piranhi View Post
    Good work, it looks great.
    Thank you

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      #92
      Any other DL links beside mediafire (Greed version that is)? (mediafire is not working for me right now)

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        #93
        Well, as you, I'm waiting others mirrors to be available to update my posts.

        All my maps are available on most well known hosting services but I must wait until the admins post there link here

        It's odd that you can dwn the map because, lot's of dwn as been made already ?

        But don't worry, as soon as I can add mirrors, I'll add them

        THX for showing interest

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          #94
          I think for many DM maps a central location works best as most maps aren't nearly symmetrical enough to have flags on either end of the map. Normally I prefer that layout, but for this map, having them on the "opposite" of the map works well, so good job going with your instincts.

          At first, I was expecting them to be at the diagonal opposite end of the map, but after figuring out where each base was located, it's on the adjacent? side. Either way, it makes for a fun game. Thanks for the Greed version.

          p.s. For what it's worth, a map like this should have a "Greed designation" in the file/menu name. I am a big fan of "CTF-GRD-Nano". This way, it's a bit more clear that it's not really a true CTF map.

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            #95
            Originally posted by Odedge View Post
            I think for many DM maps a central location works best as most maps aren't nearly symmetrical enough to have flags on either end of the map. Normally I prefer that layout, but for this map, having them on the "opposite" of the map works well, so good job going with your instincts.

            At first, I was expecting them to be at the diagonal opposite end of the map, but after figuring out where each base was located, it's on the adjacent? side. Either way, it makes for a fun game. Thanks for the Greed version.

            p.s. For what it's worth, a map like this should have a "Greed designation" in the file/menu name. I am a big fan of "CTF-GRD-Nano". This way, it's a bit more clear that it's not really a true CTF map.
            Well, I thought of various places to put the flag bases but I would had to actually work on the map (meshing, etc) and I didn't want to work on that at all. I wanted to leave it at it is & change stuff I wouldn't require any significant changes.

            All changes took me around 8 hours to do (redone all weapons config, ammo, vials, powerup, added flags, preview screen, various full rebuild & fix other things).

            For the file name, I wasn't sure if it was needed to name it "CTF-Nano" or "CTF-GRD-Nano" for GRD only. I figure that since it's a GRD map as mention in all threads title (here + UOF + my homepage) & also in the readme I figure that players are enough informed to know it must be played in GRD. Next time, I'll name the map "CTF-GRD-MyMap" since you suggest it

            But do you like the changes or you would prefer the "old" pickup placement ?

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              #96
              I got it by using a trick for blocking the popups in the middle of the page coming up. I forgot I did this 2-3 months ago.

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                #97
                Originally posted by SkaarjMaster View Post
                I got it by using a trick for blocking the popups in the middle of the page coming up. I forgot I did this 2-3 months ago.
                Kewl Tell me what you think after

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                  #98
                  Originally posted by stevelois View Post
                  But do you like the changes or you would prefer the "old" pickup placement ?
                  I didn't go over the map with a fine tooth comb, but from the round I played (200 skulls), it's a fun map. The surprising thing is there didn't seem to be the typical CTF feel where you know you are always going to run into the bad guys. I am not a big fan of forced or linear game play. So the layout works well for this setup.

                  The only thing that I would question about is maybe the chest armor and if they are about the same distance from each base. But from what I remember, both armor can be picked by the jump boots or taking a hard route, so their difficulty is about the same.

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                    #99
                    Um, OK, so where do I start? I guess I should have tried this a few months ago. Looks like a little Necris influence (or is it Borg?). This is a seriously sweet and dark map; I love the attention to detail, sounds and music. Looks like that one area has a bit of a Campgrounds influence as well. This has unbelievable gameplay, good item placement, and the bots are very good in DM, TDM, CTF and Greed. Some interesting CTF and Greed matches, but i think this map is more suited to DM/TDM; my team really sucked at CTF and, especially, Greed. It probably didn't help that I didn't know the layout. I'll have to play a few more times to figure where the F I am and WTF I'm doing.

                    I'm not a big fan of the health/item "lockers" or the fake jumppads inside an enclosure. Ok, so it's a bit confusing, but not overly decorated. I did not see a bot get stuck on a jumppad and I like the way the bases are arranged for CTF and Greed (it's different and in this case is good).

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                      Originally posted by SkaarjMaster View Post
                      Um, OK, so where do I start? I guess I should have tried this a few months ago. Looks like a little Necris influence (or is it Borg?). This is a seriously sweet and dark map; I love the attention to detail, sounds and music. Looks like that one area has a bit of a Campgrounds influence as well. This has unbelievable gameplay, good item placement, and the bots are very good in DM, TDM, CTF and Greed. Some interesting CTF and Greed matches, but i think this map is more suited to DM/TDM; my team really sucked at CTF and, especially, Greed. It probably didn't help that I didn't know the layout. I'll have to play a few more times to figure where the F I am and WTF I'm doing.

                      I'm not a big fan of the health/item "lockers" or the fake jumppads inside an enclosure. Ok, so it's a bit confusing, but not overly decorated. I did not see a bot get stuck on a jumppad and I like the way the bases are arranged for CTF and Greed (it's different and in this case is good).
                      Well dude, TBH, I wasn't influence by anything. I just wanted to use this & that only & play with those assets like I did few years back with my Lego blocks lol

                      The fact is that I like only few Necris / LH / HU assets & I tried to mix them well together. I'm also trying to do custom materials instead of using stock one that most of the time look rather washed out. I think the results is not to bad.

                      I must say that this map as been released as DM in the first place & I do like playing more TDM than DM so the map as been optimize for that also. I recently release the Greed version. It is not made to be played in CTF mode but I didn't know how to force the GRD over CTF & naming the map GRD-MyMap doesn't work neither.

                      Now, my turn to THX you dude. THX for posting in a lot of thread, here & on BU. The game is dying & when people like you post it encourage mappers to continue making free content for a rather dead game.

                      I do speak for me only & I'm very grateful of all the positive comments you post all around mappers threads. Many others see & read your posts but are to cheap & lazy to post back to you.

                      THX for your nice words dude & for the time you take to post something constructive & positive. The community desperately need more players like you

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                        wow... fantastic!!!
                        Greatly appreciated!

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                          LOVE the map. Shows all the hard work.

                          One quick question... I've noticed on the tubes, occasionally you'll see minor orange spots show up. Is this on purpose or is it likely a video card thing (ATI Radeon HD 4800 series). Doesn't hurt the map at all, love it, just curious.

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                            Originally posted by WinstonSmith View Post
                            LOVE the map. Shows all the hard work.

                            One quick question... I've noticed on the tubes, occasionally you'll see minor orange spots show up. Is this on purpose or is it likely a video card thing (ATI Radeon HD 4800 series). Doesn't hurt the map at all, love it, just curious.
                            Hi

                            The artifact you mention isn't on purpose & is rather a ATI driver issue. ATI have some prob with some rendering instructions with the Unreal engine (game + editor) which you don't encounter on NVidia base GPU (comparing both of them with latest drivers ofc).

                            I can say that everyone I know (players / mappers), including me that as ATI base GPU notice odd rendering one in a while on whatever game based on this engine.

                            My biggest issue with my ATI Radeon 4870 is lightflares & the material editing tool when the material start to be complex or include a certain type of nodes links.

                            But anyway, THX for letting me know you like it

                            Comment


                              Hey SteveLois, thanks for the quick reply, you and Remus I think are two of the best level makers out there.

                              I assumed it was something as such. Like I said, it's a minor minor problem that doesn't bring down the beauty or gameplay of the map, and no game (even on the right mix of card and system) is bereft of all clipping problems. I also get some z-buffer issues on big wide open maps like Face or Sacred Art, but they are also extremely minor.

                              Are you still making Unreal maps?

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                                Originally posted by WinstonSmith View Post
                                Hey SteveLois, thanks for the quick reply, you and Remus I think are two of the best level makers out there.

                                I assumed it was something as such. Like I said, it's a minor minor problem that doesn't bring down the beauty or gameplay of the map, and no game (even on the right mix of card and system) is bereft of all clipping problems. I also get some z-buffer issues on big wide open maps like Face or Sacred Art, but they are also extremely minor.

                                Are you still making Unreal maps?
                                THX for the compliment, much appreciated

                                Indeed, I'm working on 3 levels atm which you will find all the info at my homepage One of the 3 is DM-Amyrade. It is in alpha stage & is available in the beta section.

                                Another big project of mine (CTF-Fatima), after 12 months of hard work is almost ready to be released & should be available soon

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